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4th edition, The fantastic game that everyone hated.
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<blockquote data-quote="Sunseeker" data-source="post: 6075019"><p>The example was merely that stat blocks don't need to exist for everything a DM can dream up.</p><p></p><p></p><p>As I referenced in a different thread, when my high-level PCs encounterd caves full of essentially level 1 minions, I asked them how they wished to proceed...and sure enough they slaughtered the bunch. Ran it more as a skill chellenge.</p><p></p><p>If my PCs had been closer in level(say a 1 or 2 level difference) I would have wanted stat-blocks, even if the minions were level 1, because there is still a reasonable level of challenge.</p><p></p><p></p><p>I would never let my players view the statblocks of an enemy in a fight.</p><p></p><p>Again, the point is more that with the proper tools and a clear math, we should not need statblocks for everything, as if a statblock is necessary it can be developed on the fly, or a more in-depth one developed with a little time.</p><p></p><p></p><p>No, it doesn't, but it can cause difficulty. When the math is unclear or overly complex and tools and instruction are unavailable, or players are used to a specific concept attached to a statblock, it can be jarring and difficult to overcome while playing.</p><p></p><p>Anyway, my point at the end of it all is this: we don't need pre-done stat blocks for everything under the sun. We just need clear math and simplicity of construction when it comes to monsters. It should be reasonable that a DM could throw together some stats for a "Pegicorn" in about 5-10 minutes if an encounter called for them. It should be reasonable that a DM could take the base CR7 Wright and turn it into a CR2 or CR20 in the same time frame if necessary. It should be reasonable that how to do either is made clear in the rules on day 1. Although I dislike some of their numbers because they are seemingly very random, things like "The Advanced Race Guide" by Paizo are great tools, but they should be released early, not backwards-engineered several years into the game.</p></blockquote><p></p>
[QUOTE="Sunseeker, post: 6075019"] The example was merely that stat blocks don't need to exist for everything a DM can dream up. As I referenced in a different thread, when my high-level PCs encounterd caves full of essentially level 1 minions, I asked them how they wished to proceed...and sure enough they slaughtered the bunch. Ran it more as a skill chellenge. If my PCs had been closer in level(say a 1 or 2 level difference) I would have wanted stat-blocks, even if the minions were level 1, because there is still a reasonable level of challenge. I would never let my players view the statblocks of an enemy in a fight. Again, the point is more that with the proper tools and a clear math, we should not need statblocks for everything, as if a statblock is necessary it can be developed on the fly, or a more in-depth one developed with a little time. No, it doesn't, but it can cause difficulty. When the math is unclear or overly complex and tools and instruction are unavailable, or players are used to a specific concept attached to a statblock, it can be jarring and difficult to overcome while playing. Anyway, my point at the end of it all is this: we don't need pre-done stat blocks for everything under the sun. We just need clear math and simplicity of construction when it comes to monsters. It should be reasonable that a DM could throw together some stats for a "Pegicorn" in about 5-10 minutes if an encounter called for them. It should be reasonable that a DM could take the base CR7 Wright and turn it into a CR2 or CR20 in the same time frame if necessary. It should be reasonable that how to do either is made clear in the rules on day 1. Although I dislike some of their numbers because they are seemingly very random, things like "The Advanced Race Guide" by Paizo are great tools, but they should be released early, not backwards-engineered several years into the game. [/QUOTE]
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